I tried to make it as close to OSS as possible. (Needs a bit more tweaking, OSS is hard to gauge.)It's still random, and random bosses still show up. ...But now it's a bit to slow.But at least now you'll get a little more breathing room between battles.I've tested the rates dozens of times, and here's a rough average of the change:Encounter Times: (alpha 1)MMBN: Walk: 8-10 Seconds | Run: 4-7 Seconds.OSS : Walk: 12- 15 Seconds| Run: 7.5-12 Seconds* (*OSS Times are ~3-5Sec longer on an emulator...)Patch : Walk: 15-20 seconds|Run: 8-15 secondAll tests done on the same route. Times Exclude random boss encounters.

Alpha 2: new method to decrease random battle, more info in readme.

This is built from a clean dump of the USA version of mmbn1. (no trimming)

Latest News! (9/19/2017)-New Alpha release (Testing lower encounter rate)-Taking a Brake from this project for a bit. I need to learn ASM before going any further. Current release is stable, feel free to offer feedback on the alpha.

TODO: -Add option to revert chip values for 'Punch' chips to allow cubes to be punched. - Add additional chip codes for non-navi chips. (the game's letters are all over the place, not going to bother)-Slow virus encounter rate, to make it closer to OSS (Alpha testing)-Add OSS folder restrictions (following release,(maybe)- Add new mugshot sprites/backgrounds (later)-Buff forte? (eventually)-Enable run by default (in my next life)

There is one minor gotcha in MMBN1 that always bugged me: The way you get an email announcing new "wood armor" is available somewhere on the giant spaghetti internet that you hate to navigate, but you have to go grab it immediately because the very next thing that happens is you get locked into ElecMan's scenario, unable to backtrack and get it while ProtoMan difficulty-walls you with hits that are twice as strong as they're intended to be, because the game fully expects you to have already bought and equipped said armor before you came here and the only way out is to beat your head against him until you learn his patterns (which are understandably completely unlike anything encountered in the rest of the game in how it requires you to be patient to even be able to attack him) and can do the fight reliably without taking any hits.

I don't suppose there's any chance you could (or should) add a story flag that somehow prevents you from progressing into that trap situation without having talked to the netmerchant selling the armor first? It's probably okay if you don't, we've all played through this game before after all.

Really excited to see the changes. Would it be possible to add the escape feature by pressing a button instead of using the chip like the later games? If it could do that, it would be perfect.

That's something I'd love to do, but unfortunately it looks like there's a whole lot to it.

The best I think I can hope for is a quick and dirty command to cancel the battle with a button press,But I'd hope to at least trigger the escape chip's effect from a button press, so it's not always guaranteed.

Either way, that's a bit more than I'm able to do now.I hope to take another crack at adding some of these features once I've had some more practice with ASM.

JTE

Nov 3 2017, 06:07 AM

There is one minor gotcha in MMBN1 that always bugged me: The way you get an email announcing new "wood armor" is available somewhere on the giant spaghetti internet that you hate to navigate, but you have to go grab it immediately because the very next thing that happens is you get locked into ElecMan's scenario, unable to backtrack and get it while ProtoMan difficulty-walls you with hits that are twice as strong as they're intended to be, because the game fully expects you to have already bought and equipped said armor before you came here and the only way out is to beat your head against him until you learn his patterns (which are understandably completely unlike anything encountered in the rest of the game in how it requires you to be patient to even be able to attack him) and can do the fight reliably without taking any hits.

I don't suppose there's any chance you could (or should) add a story flag that somehow prevents you from progressing into that trap situation without having talked to the netmerchant selling the armor first? It's probably okay if you don't, we've all played through this game before after all.

If I ever get the opportunity to, I'd fix this for sure!(or at least make it an optional patch)

But unfortunately I got way in over my head with some of my other planned features, I only barely got reduced battles working, and that's just a small edit.

I'm going to try to take some time to learn some real modding before I jump back in.

I'm still dedicated to making this as close to the DS game as possible,But I have to be realistic, looking at how long it took me to learn the extremely simple stuff I've done so far,It's going to be quite some time before I can even put in 'Hold B to walk' Let along other things.